/**	
A shadow mapping vertex shader. It transforms the vertices from world into
light space and passes these generated coordinates to the fragment shader.	

See also Fabien Sanglards site for a tutorial: 
http://www.fabiensanglard.net/shadowmapping/index.php

MIT License

Copyright (c) 2010, Markus Broecker <mbrckr@gmail.com>

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/


/*	This matrix stores the combined bias, projection and view matrix of the
	shadow generating light.
*/
mat4 LightMatrix = gl_TextureMatrix[7];

/*	These are the generated texture coordinates. */
varying vec4 shadowCoord;


void main()
{
	gl_Position = ftransform();
	gl_FrontColor = gl_Color;
	
	/*	Transform the vector into the light camera system. */
	shadowCoord = LightMatrix * gl_Vertex;
}